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OCtane and Phoenix crash max and proper fire settings

PostPosted: Wed Oct 02, 2019 4:33 pm
by coilbook
Hi Paride,
I have three problems:

1. Crash. If you disable quick update in octane viewport and go to material editor> volume ramp texture and try move slider and then refresh octane viewport a couple of times you will get a crash

2. Ramp adjustments, etc dont get updated in viewport anymore unless you refresh all the time

3. What is a proper max grid value should be? We asked this before but noone knows? We need our fire to match phoenix grid

this version is so buggy with phoenix. I am hoping they can fix all these crashes and mb problems. Octane 4 worked flawlessly with Phoenix.
Thank you

UPDATE:
With Quick Update on changing gradient texture does nothing even after refreshing octane viewport. After a change was made octane viewport must be turned off and then relaunched.

Re: OCtane and Phoenix crash max and proper fire settings

PostPosted: Fri Oct 04, 2019 4:22 pm
by paride4331
Hi coilbook,
I cannot use your file something goes wrong, so I made a new one (using V2019.1.1) and it seems to work without issue.
Attached sim with volume node.

Re: OCtane and Phoenix crash max and proper fire settings

PostPosted: Fri Oct 04, 2019 5:11 pm
by coilbook
paride4331 wrote:Hi coilbook,
I cannot use your file something goes wrong, so I made a new one (using V2019.1.1) and it seems to work without issue.
Attached sim with volume node.



Hi Paride,
can you tell me how to change emission ramp colors in real time?

With quick update on it does nothing and when I turn it off and adjust ramp colors and refresh I get crash, I attached the video

In octane 4 I could change colors of explosion and see results in real time


2. The second bug is when AI light and ai update is on phoenix smoke is not rendering

Thank you

Re: OCtane and Phoenix crash max and proper fire settings

PostPosted: Mon Oct 07, 2019 8:10 am
by paride4331
Hi coilbook,
I sent that volume ramp issue to developers, but I have not refreshing crash.
Regards
Paride

Re: OCtane and Phoenix crash max and proper fire settings

PostPosted: Tue Oct 08, 2019 11:57 am
by coilbook
paride4331 wrote:Hi coilbook,
I sent that volume ramp issue to developers, but I have not refreshing crash.
Regards
Paride



Hi Paride,
you set your max grid value to 1200. Do you jsut randomly come up with the number or we should look at grid scale, etc
haze promised to autopopulate max grid value.

I might just add that a physical fire usually does absorb a lot of light. Therefore, you want to make sure you have some absorption, otherwise the scattering spectrum will make sure that the full emissive power of the volume will be scattered towards the camera.

Also, it seems there was a phoenix window with some text in it , something like "Liquid/Temperature ( 300 : 2000)" - it seems that the first number (300) is the max value of temperature. Similar values are there for the other channels. When Christophe gets a chance he said he'll have a look to see if he can auto populate the max value of the ramp with this value from phoenix.
viewtopic.php?f=27&t=58780&p=319146&hilit=max+grid+scale+coilbook#p319146

Thanks

Re: OCtane and Phoenix crash max and proper fire settings

PostPosted: Tue Oct 08, 2019 1:52 pm
by coilbook
There is still a bug where octane randomly decides not to render volumes. I attached the scene

If you go to frame 106 you will see no fire and then if you go to frame 115 you will. Up to frame 113 it as simulated using PCG conservation after 113 Buffered. Not sure why.

scene link: https://we.tl/t-MzVOmKkRNn

it seems that if i dont get a message optimizing volumetric octane wont render and it has nothing to do with conservation type

UPDATE:
it looks like unchecking SMOKE made octane not to render volumes. Not sure why. It is an old bug.
But overall octane does not render nice looking flames like vray does. Not sure why octane fire is always patchy and fake looking.
Like the burning chair. vray can make a nice looking clear fire where flames begin and gradually more solid. They have access to volumetrics in phoenix and it doesnt work with octane . Can we have a gradual transparency with flames?

Re: OCtane and Phoenix crash max and proper fire settings

PostPosted: Tue Oct 08, 2019 2:43 pm
by paride4331
Hi coilbook,
I don't think there's a strict rule about this value, personally I think it depends on type of simulation. There is "fire" and "fire", a wood, a gas tank, or a hydrogen bomb.
with fire may be smoke from a piece of paper like burning oil smoke; so I think it is necessary to adjust the settings according to the simulated scene.
These are my two cents.
I will check where developers are going with auto populate max value.
Regards
Paride

Re: OCtane and Phoenix crash max and proper fire settings

PostPosted: Wed Oct 09, 2019 3:08 pm
by coilbook
Hi Paride,
were you able to reproduce the problem where octane renders when it wants to. Sometimes it just wont render until max is restarted.

If you have 2 volumes and isolate one and render the other and then exit isolation mode, open octane viewport and try to render you might see no volumes in the octane viewport.
usually max 2020.2 must be restarted

you can see in the image no wagon and two fires are missing. I am not sure how to trace the bug so you can reproduce it.

Re: OCtane and Phoenix crash max and proper fire settings

PostPosted: Wed Oct 09, 2019 3:28 pm
by coilbook
Hi Paride,
I sent you the scene called crash as PM
IF you go to frame 84 you will see two phoenix volumes.

This is how I reproduced the crash.

1. Please open octane viewport
2. Choose one volume adjust emission scale, density, brightness, scatter, absorption, ramp etc.
3. Then do the same for the other volume.
4. Close octane viewport and start regular rendering. Max just closes for me. I use 2020.2 (Also try to reopen octane viewport )


You can also start rendering first 10 frames or so. Stop rendering and open octane viewport

Thank you

Re: OCtane and Phoenix crash max and proper fire settings

PostPosted: Thu Oct 10, 2019 2:29 pm
by paride4331
Hi coilbook,
I found some issues but not 3dsMax close or crash.
I sent my report to developers.
Regards
Paride